shadmar Posted March 20, 2013 Share Posted March 20, 2013 Here are some Hybrid shaders if anyone wants to give it a spin, they support, both lightmaps and dynamic lights, they are not perfect, but feel free to experiment. (not for mobile) Material lightmode : static Material texture layout shoud be like this : you only need the ones for the shader selected, like diffuse+specular.shader only use 0 and 2.. and so on... 0=diffuse 1=normalmap 2=specular map 3=(default lightmap found in Common) 4=envmap (needs to be a cubemap created in the editor) 5=glowmap Fog They also support fog.. but.. It requires you to send color and density values (or you can hardcode it in shader). it's a vec4(float r, float g, float b, float density) So the quick way would be to set it directly in shader : fog = vec4(1.0,1.0,1.0,0.035); //somewhere in void main() But the correct way is to send it as an uniform through the application using shader:SetVec4(..) They will also work with a Gile a lightmap using the second UV channel, just assign the lightmap to texture3 in material. HybridShaders.zip 4 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted March 20, 2013 Share Posted March 20, 2013 The glow shader just totally self illuminates it self. How to have parts of texture not illuminate , not glow and juts lighten to dynamic ro static lights ? alpha channel ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted March 20, 2013 Author Share Posted March 20, 2013 I dont understand what you are saying. How does your mat file look like and your glowmap. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted March 20, 2013 Share Posted March 20, 2013 Material look same as in game. only some parts specific should glow , perhaps black color on glow would do nothing and these parts would just look like diffuse shader; and white parts would glow at maximum ? Perhaps more simple, only White color on the glow map would glow ? (with some treshold?) Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted March 20, 2013 Author Share Posted March 20, 2013 Glowmap lits up bright colors and does nothing with black, if that was your question? You can do Tron effects like that, but without the blurring bloom. (you need postprocessing for that which isn't supported yet) Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted March 20, 2013 Share Posted March 20, 2013 beautiful job Shad... --Mike Quote Link to comment Share on other sites More sharing options...
Andy Gilbert Posted March 20, 2013 Share Posted March 20, 2013 Really loving these Shad, hopefully will have my new demo to show soon, making full use of these Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
Pancakes Posted March 20, 2013 Share Posted March 20, 2013 shadmar is one of Leadwerk's best features 1 Quote Core I5 2.67 / 16GB RAM / GTX 670 Zbrush/ Blender / Photoshop CS6 / Renoise / Genetica / Leadwerks 3 Link to comment Share on other sites More sharing options...
Mumbles Posted March 21, 2013 Share Posted March 21, 2013 shadmar is one of Leadwerk's best features I'll remember you said that... Quote LE Version: 2.50 (Eventually) Link to comment Share on other sites More sharing options...
Andy Gilbert Posted March 21, 2013 Share Posted March 21, 2013 Shad, One thing ive noticed whilst using these is that the material intensity is alot darker than the default leadwerks shaders, is there a reason for this, or can they be matched somehow? I ask because im finding odd things (and i know these are experimental) but im finding the light map rendered in the viewport at edit time doesnt represent what you see at runtime, which makes things a little difficult. Thanks Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
shadmar Posted March 25, 2013 Author Share Posted March 25, 2013 Yes they are abit darker Iv'e noticed, it's a compromise to have bth a lightmap and dynamic light, I don't like it that much either. Hoping we can get some normal/specular data into the ordinary lightmaps. 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
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